#pragma once

#include "Game/Process/RenderProcess.h"
#include "Render/Texture/Picture2DTexture.h"
#include "Render/Texture/RenderTarget.h"
#include "Render/Tradition/RHIRenderPass.h"
#include "Render/Tradition/GraphicsPipeline.h"
#include "Render/Texture/ColorRenderTarget.h"
#include "Render/Texture/CubemapTexture.h"
#include "Render/Texture/DepthRenderTarget.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "LocalEntity.h"
#include "LocalShader.h"
#include "Render/Raytracing/RayTracingPipeline.h"
#include "Render/Raytracing/TopLevelAccelerationStructure.h"
#include "RayTracingMath.h"

class LocalScene;

class GBufferProcess : public RenderProcess
{
	DECLARE_PROCESS(GBufferProcess)


protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	LocalScene* mLocalScene;

	std::vector<MaterialGpu> mMaterials;

	RefCountPtr<RHIBuffer> mMaterialBuffer;

	std::vector<ObjectDescGpu> mObjectDescs;

	RefCountPtr<RHIBuffer> mObjectDescBuffer;

	RefCountPtr<RHIBuffer> mPerFrameUboBuffer;

	RefCountPtr<ColorRenderTarget> mGBuffer1Texture;

	RefCountPtr<ColorRenderTarget> mGBuffer2Texture;

	RefCountPtr<ColorRenderTarget> mGBuffer3Texture;

	RefCountPtr<DepthRenderTarget> mDepthRenderTarget;

	RefCountPtr<RHIDescriptor> mDescriptor;

	DescriptorMask mDescriptorMask;

	RefCountPtr<GraphicsPipeline> mPipeline;

	RefCountPtr<RHIRenderPass> mRenderPass;

	RefCountPtr<RHIFrameBuffer> mFrameBuffer;

};
